by Gail Dayton
Jondi—bodyguard to Reinine
Samri—bodyguard to Reinine
Bay—bodyguard to Reinine
Kerry—bodyguard to Gweric
Genista Fynli—bodyguard to Reinine's children
Sandrey—bodyguard to Reinine's children Taylin—farspeaker & secretary to Reinine Fenetta—farspeaker & secretary in Arikon palace
Ronda Kargyll—captain of Adaran army escort
Padrey Emtal—Adaran thief in Daryathi capital, Mestada
Nanda Suverr—Padrey's sedil, also in Mestada
Penna Suverr—Nanda's oldest child
Tommey—servant in household with Nanda & Penna
Serysta Reinine—Adaran ruler previous to Kallista, killed at end of rebellion
Penrith Ko—long-dead legendary member of Tayo Dai, Islander
Hoban Felessan—long-dead legendary member of Tayo Dai, from far north
—The Daryathi—
Bekaara il-Shakiri—Obed's cousin & heir to Shakiri Line
Thalassa il-Shakiri—Bekaara's daughter
Thiben—Bekaara's ex-husband, father to Thalassa
Shaneen il-Shakiri—Obed's deceased mother, Bekaara's younger sister
Shakiri Shathina—Bekaara's mother, Obed's aunt, Head of Shakiri Line
Habadra Khori—Head of Habadra Line, rivals to Shakiri
Chani il-Habadra—Khori's daughter & heir to Habadra Line
Night Varyl-sa—gift from Habadra Khori to Varyl Line Nur im-Nathain—West magic “nathain,” Truthsayer
Maathin—Head justiciar in Mestada
Murat Konethi-ti—Grandmaster of Edabi Skola
Ruel Dobruk-sa—champion & dedicat-candidate at Edabi Skola
Athen im-Nuredi—dedicat at Edabi Skola
Yanith Nabili-tha—dedicat at Edabi skola
Kassid Penthili-tha—"fuzzhead” at Edabi Skola
Farrin Chosidi-sa—champion at Edabi Skola
Jaget—gatekeeper at Edabi Skola
Cori—Elder of Edabi village
Lutha—Elder of Edabi village
Sothi—Elder of Edabi village
Sadim—metalsmith in Edabi village
Falon One-Eye—Dockside thug in Mestada
Kerik—champion-for-hire in Mestada Zyan
Habadra-sa—housekeeper to Habadra
House
Zatha Penthili-ti—housekeeper to Penthili House
—The Demons—
Khoriseth
Zughralithiss
Tchyrizel (destroyed in Tibre)
APPENDIX 2
ADARAN CALENDAR
The Adaran year has 389 days, divided into forty-three weeks, plus two days for year's end and beginning. The weeks are nine days long—six weekdays, which are numbered (Firstday, Secondday, Thirdday, etc.), and three days for the week's end: Graceday, Hopeday and Peaceday.
There are eleven months in the year. Seven months are 35 days long, four have 36 days—exactly four of the nine-day weeks. The months are: Donis, Lutis, Terris, Miel, Katenda, Norenda, Vendra, Silba, Orade, Forende, Tyrell.
Miel, Norenda, Orade and Tyrell are the thirty-six-day months. The year being slightly longer, the seasons are slightly longer as well. The year changes at midwinter in Adara with the two-day year's end holiday.
APPENDIX 3
COMPASS MAGIC
The magic is represented by the compass rose symbol. The red rose in the center stands for the One God from whom all things come, including the gifts of magic. About twenty percent of women and ten percent of men have a magic gift. A person is born with magic, or they are not, but whether one is gifted is not generally known until puberty when most magic manifests.
South is represented by a yellow flame. South magic is the magic of hearth and home, and thus the origin of fire magic, as well as more practical magics like those that preserve cloth or food, pest control, brewing and so on. The majority of those with gifts of magic have South magic.
East magic is the next most frequently encountered. East magic has to do with living things, with birth and other beginnings. In the compass rose symbol, it is represented by a green twining vine. East magic is agriculture and animal husbandry, fertility, health and medicine and similar sorts of things.
North magic has to do with non-living things, such as earth, water, wind, electricity and metals. It shows up in the compass rose as a blue lightning bolt. North magicians are relatively rare. They have talents for mining, controlling winds, forging, earth moving and other things of that sort.
West magic is the rarest of the four. It is represented by a black briar, and has to do with death, endings and mysteries. Some West magic, such as far-speaking and far-seeing, was folded into North magic when West magic and naitani were suppressed, because it was too useful. Other types of West magic, such as foreseeing or speaking with ghosts, vanished. West magic is not easily explained and makes most people—even others with magic—uneasy.
APPENDIX 4
NUMERIC SYMBOLISM
+ One (1)—Number for the One God. The One is made up of many parts, but is still One.
+
+ Two (2)—Humanity, and by extension, all creation, because of duality of sexes, two arms, two legs, two eyes, ears, etc.
+
+ Three (3)—"Perfection,” humankind plus God.
+
+ Four (4)—Family, human community.
+
+ Seven (7)—A “bad” number, indicates imperfection, falling short, flaws. A number for demons and bad omens.
+
+ Eight (8)—Two fours, the number of human completion, human understanding.
+
+ Nine (9)—Three threes, perfection completed.
+
+ Twelve (12) has a faint symbolism, a feeling of family completed—which is perhaps why it's considered the maximum number of adults married into an ilian—but it's not as important as the other numbers.
Numbers have less symbolism than colors. Most Adarans wouldn't necessarily consider having seven in an ilian bad luck, but having three, four, eight or nine of something would be a good omen.
End of Appendices
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